/Engine/Source/Runtime/Engine/Public/SkeletalMeshTypes.h
A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer)
struct FMeshToMeshVertData
FVector4f
NormalBaryCoordsAndDist
Barycentric coords and distance along normal for the location of the unit normal endpoint Actual normal = ResolvedNormalPosition - ResolvedPosition
uint32
Padding
Dummy for alignment.
FVector4f
PositionBaryCoordsAndDist
Barycentric coords and distance along normal for the position of the final vert.
uint16[4]
SourceMeshVertIndices
Contains the 3 indices for verts in the source mesh forming a triangle, the last element is a flag to decide how the skinning works, 0xffff uses no simulation, and just normal skinning, anything else uses the source mesh and the above skin data to get the final position
FVector4f
TangentBaryCoordsAndDist
Barycentric coords and distance along normal for the location of the unit Tangent endpoint Actual normal = ResolvedNormalPosition - ResolvedPosition
float
Weight
For weighted averaging of multiple triangle influences.